Medium Humanoid (Any Race, Monk), Any Alignment
AC 20 (Unarmored Defense)    Initiative +10 (20)
HP 130 (20d8 + 40)
Speed 70 ft., Fly 60 ft.
Mod Save
STR 16 +3 +8
DEX 20 +5 +10
CON 14 +2 +7
Mod Save
INT 14 +2 +2
WIS 20 +5 +10
CHA 14 +2 +2
Skills Acrobatics +10, Insight +10, Perception +10, Religion +7, Stealth +10
Immunities Poison; Charmed, Frightened, Poisoned
Senses Passive Perception 20
Languages Auran, Common, Primordial
CR 15 (XP 13,000; PB +5)
Traits

Evasion. If the bender is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bender instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.

Carried by Air. The bender's Long Jump is up to 60 feet and its High Jump is up to 50 feet with or without a running start.

Unarmored Defense. While the bender is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Nimble as The Wind. The bender doesn't provoke Opportunity Attacks when it moves out of an enemy's reach.

Airbending. Provided it doesn't have the Restrained condition, the bender casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks), replacing any verbal components with somatic components, and only using air as the material components :

At will : Absorb Elements (lightning or thunder only), Catapult (level 3 version), Expeditious Retreat*, Feather Fall, Gust, Gust of Wind*, Mage Hand* (the hand is invisible), Thunderclap, Thunderwave

4/day : Blur*, Fly*, Levitate* (self only), Mirror Image*, Phantom Steed, Silence*, Thunderwave (level 3 version), Warding Wind*

1/day each : Fly* (level 5 version), Project Image*, Scatter, Thunderwave (level 5 version), Wind Walk, Whirlwind*

* concentration spells

Actions

Multiattack. The bender makes six attacks, using Unarmed Strikes or Wind Dart in any combination. It can replace three attacks with either a use of Airbending, three Fist of Air attacks, or by taking the Dodge action.

Unarmed Strike. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) Bludgeoning damage. If the target is a Large or smaller creature, the bender can choose to subject it to one of the following effects :

  • Push. Strength saving throw, DC 18, Failure : The target is pushed up to 10 feet directly away from the bender.
  • Disarm. Strength saving throw, DC 18, Failure : The target drops one item it is holding (bender’s choice).
  • Knock Down. Dexterity saving throw, DC 18, Failure : The target has the Prone condition.
  • Stunning Strike. Constitution saving throw, DC 18, Failure : The target has the Stunned condition until the end of it's next turn. Success or Failure : The bender can't use this effect until the start of it's next turn.

Fist of Air. Melee Spell Attack : +6 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) Thunder damage, and the target is subjected to the following effect : Strength saving throw, DC 18, Failure : The target is pushed up to 30 feet directly away from the bender and has the Prone condition.

Wind Dart. Ranged Spell Attack : +10 to hit, range 60 ft, one target. Hit: 12 (3d4 + 5) Piercing damage.

Reactions

Deflect. Trigger : The bender is hit by an attack it can see. Response : The bender adds 5 to its AC against a melee attack, or 10 against a ranged attack, possibly causing it to miss. If the attack misses, it is then redirected toward another creature of the bender's choice within the attack's reach or normal range, keeping the original attack roll.

Description

CR 15 : OCR 20 - DCR 9

Monks that have trained to master their ki in a way allowing them to control air at will. Airbending focuses on flexibility, increased mobility and evasiveness, and finding and following the path of least resistance to apply decisive blows or send large bursts of air or shockwaves. The strongest airbenders can fly at will, can summon tornadoes, have extreme reaction speed, are able to deflect ballista arrows and giant blade with but the palm of their hand, and some can even severe their flesh and their consciousness, surveilling the world as they leave their physical body behind temporarily.

Tactics :

Round 1, 2 & 3 : Multiattack : makes three attacks : 1 Unarmed Strike with Stunning Srike (26 dmg) + 2 Wind Dart (24)/Unarmed Strike attacks (20); then either :

A) Casts Scatter (77)/Whirlwind (70)/Lvl 5 Thunderwave (54)

B) Makes three Fist of Air attacks (63)

C) Takes the Dodge action (+4 AC & To Dex saves)

+ Uses reaction to redirect an attack

Previous Versions

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Monster Tags: NPC

_Lucanoptek_

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